How to setup character outlines to facilitate better topology?
This is a natural limitation to flat-plane 3-D (the current technology). Basically, one will end up with a few awkward quads or even tris, but this is normal. I recommend you look at others' models of similar characters, and check out the topology. You will need to start connecting things here, so think about &quot;if this mesh were to deform, what parts of it would need to be bendable?&quot; as you create the joining topology.
Beautify Faces might be useful for cleaning up and standardizing the topology once you're finished. :-)